Posts

Match 3's and Multiplayer

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  Ahoy, all you sky raiders! New logo!  We are officially a full-time game company! It took a little longer than we wanted, but for this year we'll just be working for ourselves, and trying to keep ourselves from going insane. I've been full-time for a few weeks now and have already been working on re-hashing the bilge game, and Russ' last day at his old job was last week- so now we're both full-time game developers! Honestly, we're both excited and anxious, but trying to focus on the excitement. I'll be trying to keep you all as up-to-date as possible, though if the choice is between finishing some game programming or posting an update or video, I'll land on the game programming. Speaking of programming- over the holidays I started building the bilge from scratch. The original had some good points, but there were some deep-rooted bugs and design issues that I wanted to address. I'm already two thousand lines of code deep and have addressed multiple ...

Shards and Ships

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Shards and Ships      Below are a few snippets of information about the very critical functionality of how ships fly. I encourage a warm drink for it's a longer read: Excerpt from archivist Lloyding’s shard research and notes:      “While the nature of the shards is entirely unnatural, their influence on the natural world cannot be denied and their effect on transportation, namely Shard Ships (S.S. in short hand), has been revolutionary.  Even the most pre-cataclysm educated have struggled with adapting prior technology and designs to current conditions. Lighter than air dirigibles seems like a natural fit, but history has shown that the massive fabric and tiny capacity make for a poor investment. Combined with hostile creatures, falling stones and stronger winds than previously designed for, it becomes a terrible solution.    Heavier-than-air vehicles seem also to be unusable outside of short and specific roles. Gliders and chutes must be la...

Plans and roadmaps

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 Ahoy all you sky pirates,      I cannot set exact dates but with us becoming a full-time game company we're looking forward to putting actual games in your hands. To that end, here’s a rough guideline of our roadmap: Phase I TRANSITION TO UNITY 6 Ships talking to server Players talking to ships Base puzzle games working Pipeline for code once, build 3 times All business backend sorted Migrate everything to RXR Setup project tracking  Update company logo Phase II Puzzles in a playable state Launching individual apps of puzzle games - Stations and pillages - Tavern games as stretch Server framework stood up Remove ad functionality for mobile Discount code ability (remove adds on all games) Single-use code that we track uses on Powerups Self promo ability Clear with Legal Steam Page that apps can point to Website Weekly social updates Show to devs Phase III Player account persistence Player rankings stick Puzzles should be locked- only scoring adjustments Shop ...